If you don't know about traps and brickwalls, I highly suggest taking the time to read this.
http://www.smashboards.com/showthread.php?t=183816
I noticed that with Jigglypuff I always had trouble taking advantage of when my opponent is high up in the air. If I tried jumping into the air after them, they could always airdodge and fastfall past me, giving me no chance to chase with Jigglypuff's slow decent speed. If I waited on the ground for them, Jiggly's awful run couldn't catch them with a grab or up-smash. Then I tried pound.
It's amazing how well pound can be used to punish landing. The time frame for when an opponent is vulnerable during landing is extremely small, 2-4 frames. Consistently timing an attack against it is difficult. Pound's lasting hitbox lasts long enough that if they airdodge before they land, their airdodge will cancel, and they'll appear vulnerable still inside the hit frames of pound. It's easy to hit where they land because of aerial pound's range.
Best of all, this is a resetting trap as Pound sends them into the air again!
Even if you input pound late enough to miss their vulnerable frames, pound is still effective. If they shield they just lost half of it. If they spotdodge, pound will still be there to hit them out of it. If they jab, pound will go through it.
Using pound with this mindset has been rewarding me greatly in my gameplay! I recommend everyone tries this.
http://www.smashboards.com/showthread.php?t=183816
I noticed that with Jigglypuff I always had trouble taking advantage of when my opponent is high up in the air. If I tried jumping into the air after them, they could always airdodge and fastfall past me, giving me no chance to chase with Jigglypuff's slow decent speed. If I waited on the ground for them, Jiggly's awful run couldn't catch them with a grab or up-smash. Then I tried pound.
It's amazing how well pound can be used to punish landing. The time frame for when an opponent is vulnerable during landing is extremely small, 2-4 frames. Consistently timing an attack against it is difficult. Pound's lasting hitbox lasts long enough that if they airdodge before they land, their airdodge will cancel, and they'll appear vulnerable still inside the hit frames of pound. It's easy to hit where they land because of aerial pound's range.
Best of all, this is a resetting trap as Pound sends them into the air again!
Even if you input pound late enough to miss their vulnerable frames, pound is still effective. If they shield they just lost half of it. If they spotdodge, pound will still be there to hit them out of it. If they jab, pound will go through it.
Using pound with this mindset has been rewarding me greatly in my gameplay! I recommend everyone tries this.